We played around with converting some of our 3e caster PC's (13th-14th level) to Savage Worlds and were happy with the result, using the Explorer's Edition plus the Fantasy Companion, and a few odds and ends from the various setting books.2. The Fantasy Companion: It is my understanding that this has options for tailoring divine magic and arcane magic to be more like D&D.
The consensus was Savage Worlds offered a nice, compact set of tools for modelling magic-using characters. From DM's/homebrew author's perspective, I'm finding Savage Worlds to be a better fit for magic than 3e. My setting has idiosyncratic schools of magic which are more easily done using SW's combination of Arcane Backgrounds, Trappings, and a (relatively) small Powers list. It's much simpler than trying to build these schools using 3e, where there never were enough spells of each type for per level (sure, there's always re-skinning, but real mechanical differences are nice sometimes).
So far, that's how our SW/Slipstream campaign is playing out -- but I don't think it's a product of the rules, it's just the timbre of that particular game. Then again, I rarely see "depth" as a rules issue.It's very PC-focused; again good for Action Movie 'Big Damn Heroes'; as written the 'world' will likely seem sketchy, at worst a cardboard back-drop for the Heroes to strut on.
Agree again... but what RPG's simulate real life? SW just seems up-front about what's traditionally been an unspoken assumption about what's actually being simulated.It's very very 'gamey', with lots of elements there specifically to be fun, like the playing card initiative, the wild die, exploding dice & raises. Some of these may have a simulationist basis too; but it's simulating action movies, not life.
Same here. One week we had a great fight scene, the next we had one that lasted almost the entire session. Which surprised us, since we came to SW from D&D 4e and had thought we were leaving those behind. Granted it was a complicated battle, in complex terrain, against ludicrous anthropomorphic shark gangsters, plus we were tired, but still... I recall feeling "this product isn't exactly as advertised". I'm sure we'll get up to speed on speedy combats in time.So far, actual round-by-round combats have pretty much been my least favourite element, and have tended to drag & feel a bit unsatisfying. They take less time than 4e combat, but can *feel* longer. It was nice when I finally managed to headshot a zombie (exploding 2d6 for 23 damage!) though. Partly we're still getting used to the system.
I see frequently nods towards "simulation" throughout the rules, such as in many of the Edges/Hindrances, and in the advice to pay attention to the in-game fiction when adjudicating mechanics (I guess the basis for "simulation" is merely consensus common sense).I find the system is more "simulist" from the tactics side. If someone starts shooting, you get to cover or go prone. People piling on you, even lowly extras, can take you down fast.
I think that's why my group took to SW rather quickly, to the point of serious considering converting our two stalled 3e and 4e campaign to it. Our D&D games are never based around dungeon crawls --it's arguable our current AD&D campaign will feature a lot of the them.I just wouldn't use it for dungeon crawls.
I do believe you're right!Awhile back, someone posted "I really like Monte Cooke's stuff (Dungeon a Day, etc). I wish he wrote for Savage Worlds."
My response: "He does, but he just does not know it. Its so easy to convert stuff that its no different than just normal game prep."